Sunday, January 6, 2019

The Final Battle Objective 3: Follow the Spiders



XP Requirement: 10 XP

When You Start The Objective, Read:
Zaldramas summons the Cult of Lolth and their venomous spiders to storm the Tower of Altoth. As the hordes of spiders converge upon Astifoorn, a secret Stealth Squadron sets out to flood the dark chasms and stop these vile creatures from swarming. But haste is needed, for a mysterious Drider is making its way down the ravine. If the Drider reaches the Drow Glyph tile, it will begin spinning a dark web. Once completed, there will be no way to keep the spiders from swarming up the web and into the Tower!

Objective Goal:
Flood the Dark Chasm to stop the Spiders from swarming and defeat the Drider.
* Place one Water Bowl token on the Dark Chasm Tile (Note: The Drider cannot be on this tile when this action is performed).
* Place one Water Bowl token on the Underground River Tile (Note: The Drider cannot be on this tile when this action is performed).
* Defeat the Drider & the Cult of Lolth.

Objective Setup:
* Place the Cult of Lolth on the Dark Chasm Tile as indicated in Objective 3: Cult of Lolth
* Place the Stealth Squad on either the East or West passages, on the tile just below the Narrow Passage Tile (See below).
* Place 8 HP tokens on the Tower Wall (see below). This will be used to keep track of the Drider's Web.

Objective 3: Cult of Lolth


Starting Conditions:
* Assign the Water Bowl tokens to any 2 Heroes in this regiment.
* City Wall: If you won the previous Objective: The Drider has 8 HP tokens for Spinning its Web.
* City Wall: If you lost the previous Objective: The Drider has 6 HP tokens for Spinning its Web.

Regiment:
Stealth Squadron: Quinn (Commander), Heskan, Kat, Lolth, Aldred.

Objective 3: Regiment


Regiment Stealth Mechanics:
* Heroes move up the passages (East or West) to stealthily place the water bowls on the required tiles.
* At the end of every Hero's Hero phase, roll a single D6:
* Rolls 1-3: Your Regiment is being Stealthy! Keep moving towards the Dark Chasm Tile.
* Rolls 4-6: Your Regiment is being Noisy! Move a Monster from the Dark Chasm tile onto your Heroes tile.
* Follow this order when moving Monsters for 'noise': Spider Swarm, Giant Spider, Drow Duelist.
* If your Regiment is too noisy (more than 3 Monsters on the current tile), your heroes retract. Place your regiment 1 Tile back from your current Tile (up to your starting position).
* Defeated Monsters are returned to the Dark Chasm until the Tunnel is flooded.
* When you reach the Dark Chasm Tile, read the flavor text and defeat all Monsters on this tile.
* A Water Bowl must be placed on the Dark Chasm Tile first and then on the Underground River.
* When you Flood the Chasm, read the flavor text and defeat the Drider.
* Any hero in the regiment may spend a Movement action to place a Water Bowl token on the required tiles.

Power Decks:
* 2 x At-Wills, 2 x Daily Powers, 2 x Utility Powers.

Forgemasters:
* Forge, Summon, Attack (minor), Attack (major), Heal.

Horde 3: Cult of Lolth: 22 XP
1 x Dinin Do'Urden, Drider,
3 x Spiders,
3 x Spider Swarm,
3 x Drow Duelists.

Objective 3: Tower Setup


Horde Tokens:
* 1 each of: 0, 2, 3 monster tokens.
* 3 each of 1 Monster tokens.
* 1 each of 4 Monster token.
* The 1 x monster token is used to designate the Drider activation.

Horde Activation:
" Lay out the Horde Activation Track.
* Drider activates ONLY whenever a 1 Monster token is encountered
* 0 Monster token = Draw an Encounter Card.
* Spawn*: X Spiders until Horde Track complete.
* Resurrect*: Drider: 4HP
* Regenerate*

Horde Mechanics:
* When resolving Monster activation:
* 2 Spiders, 2 Drow Duelists and the Drider move 1 Tile towards the Drow Glyph Tile instead of towards Heroes.
* The remaining Monsters (Spider & Duelist) remain on the Dark Chasm Tile.
* The Drider counts as a villain for this objective (10HP).
* There is no 'passing' on of the Drider card for this Objective.
* The Drider cannot be engaged until the Dark Chasm is Flooded.
* Once the Drider reaches the Glyph Tile, it gains the following text on activation:
"At the start of Activation, the Drider spins a Dark Web. Remove an HP token from the Glyph Tile".
* When Drider reaches the Drow Glyph Tile, place 8 HP tokens on the tile (6 if you lost the previous Objective).
* At the start of each Villain phase, remove an HP token. If all HP tokens are removed and Chasm is not flooded, the Drider completes its web spinning and Spiders infiltrate the Tower.
* The Drider is locked to the Glyph Tile. Ignore all 'Otherwise' and movement conditions for the Drider.
* If the Chasm is flooded, remove all HP tokens on the Glyph tile and defeat the Drider.

Defeat:
* Tower Wall breached.
* Regiment Defeated.

Victory:
* Dark Chasm Flooded.
* Cult of Lolth & Drider defeated.

Healing Surges:
2

Objective 3: Battle!


When You Reach The Dark Chasm Tile, Read:
In stealth and secrecy the Squadron approaches the Dark Chasm, a gaping hole swarming with the dark creatures who serve the Spider Goddess Lolth. Placing a water bowl in the chasm and one on the underground river will trigger their elemental magic and flood the chasm, washing away the spider cult! But the Heroes are in for a fight as the Spiders are not at all eager to give up their home!

When You Flood The Dark Chasm, Read:
The heroes cling onto the bridge as a massive wave surges from within the chasm, filling the dark crevices and washing away the Spiders and Cult of Lolth. Howling in Fury at the destruction of his home, the abominable Drider spins a dark web in the hope of tearing down the Tower defenses as the last of the spider cult swarms outside the City.

If You Win This Objective, Read:
With the Cult Of Lolth defeated and the ravine flooded, the central path towards the Tower is no longer accessible. In the Rocky Lair, the Chaos Lord Zaldramas launches a counter-attack, sending a pack of Orcs with a ferocious Rage Drake down the Eastern Passageways with one intention: Destroy the Forces protecting the Wall!

If You Lose This Objective, Read:
As the spiders of the Cult of Lolth swarm the Tower the Mage Scion Eladrion halts the forging of the Everlast and summons elemental allies. With Immeril's aid the two Forgemasters drive back the Spiders and with a final burst of raw power, unleash two powerful water elementals to flood the ravine and dark chasm. But the Forgemasters have been distracted in their task of reforging the Everlast and are now unable to aid the forces below.

Thursday, December 20, 2018

The Ruin of Nimbar: A Dungeons & Dragons Board Game Custom Campaign



"And ever fair the vale of Nimbar, woodlands deep and glades wide, rivers sparkling in the Spring with a music soft and peaceful like unto an awakening, a sweet embrace from a warm sun slumbering deep and restful"
- Thysius, Bard of Dornaeth

Having previously built a custom adventure for Castle Ravenloft and, after playing through both Drizzt and Ashardalon, I decided to try my hand at creating a custom campaign with a story line tying all three games together.  There are 10 separate adventures in the 'Ruin of Nimbar' campaign which will utilise many of the mechanics from all of the individual games and (hopefully) create a more 'grandiose' sense of epicness and battle to the game.

While I am still busy ironing out a few plot points, the first 2 adventures are ready to play and I will be presenting a new custom Adventure every month (or two depending) and perhaps even a play-through video. I wanted a campaign that created that feeling of an epic adventure within a larger storyline. Each of the adventures are thus longer that the average D&D boardgame adventures and make use of many of the components across all three games.



For the first adventure below, I wanted a solo playthrough that allowed for multiple characters. So, while it starts off with a lone Rogue looting through an 'abandoned' dungeon, you start to unlock more heroes as the story progresses. You could opt for multiplayer co-op at this point but I really wanted a strong solo experience with multiple heroes. So, after rescuing Heskan, if you choose to keep Kat in your party, you could be playing up to 4 Heroes 'double-handed'. If this bothers you stop playing or find some friends. Else..explore on young Adventurer!

"Many legends ago a prophecy foretold of the coming of a great cataclysm unto the land of Nimbar and of a darkness from the North that would besiege the peaceful vale and lay ruin to its cities and towns. As such the Mages of the Everlast set upon the valley a protective shield, impenetrable and unseen, keeping the darkness at bay and fending off all manner of fell beast and dark creatures from their lands. They called this the Shimmer. The Mages then elected men and women from amongst the bravest of Nimbar and set upon them the task of Wardens, ever watchful of the foreboding shadow from the North. For 37 years the Wardens held to their stations and the vale, protected by the magics of the mages, knew only peace and contentment. But now, beyond the furthest mountains a great evil stirs and the everlasting Shimmer has begun to fade..."

Adventure 1
The Dungeons of Nerath



When You Start the Adventure, Read:
Quinn, the human cleric and Warden of the North has gone missing. He was last seen in the Dragon-born city of Khalyash, along with his travelling companions Heskan and Arjan before venturing out to investigate a rumour of some darkness stirring within the abandoned Dungeons of Nerath. Meanwhile, the cunning Rogue, Kat, stumbles across the dungeons in the hope of acquiring some lost treasures...

Goal 1: (As Kat, the human rogue): Explore the dungeon, reach the locked vault and rescue Heskan.
Goal 2: (As Heskan, the dragon-born wizard): Find and rescue Arjan and Quinn.
Goal 3: (As Arjan and Quinn) Defeat Klak, the Kobold Sorceror before he manages to escape the dungeon!

Number of Heroes: 1-4 Heroes (solo experience)
Healing Surges: 4

Remove these 'vampirish' encounters
Adventure Setup
Dungeon Tiles: 17 non-named tiles from Castle Ravenloft, 5 additional random tiles from Castle Ravenloft, Secret Stairway Tile, Arcane Circle and Workshop Dungeon Tiles, Vault tile from Wrath of Ashardalon.

Special Components in this Adventure:
  • Heskan Dragon-born Wizard figurine, character card and power cards.
  • Arjan Dragon-born Fighter figurine, character card and power cards.
  • Quinn Human Cleric figurine, character card and power cards.
  • Encounter cards from Ravenloft (remove all cards pertaining to vampires/ Strahd - see image below)
  • Monster cards from ALL the adventures (If you like a challenge!)
  • 15 Randomly selected monster tokens (including the 'No Monster' tokens)
  • Closed door tokens
  • Secret Stairway, Vault, Workshop and Arcane Circle dungeon tiles
  • 17 random, non-named dungeon tiles (use Ravenloft and/or Ashardalon)
  • 5 random dungeon tiles (use Ravenloft and/or Ashardalon)
  • Kobold Sorceror Villain figure, token and card
  • Howling Hag Villain figure, 5 tokens and card
  • Rage Drake Villain figure, token and card
  • Dimensional Shackles token and Treasure card
  • 8 time tokens, lever token.
Setup:
Place a Start Tile on the table. Place Kat on any square of the Start Tile. Select 3 tiles from the bottom of 17 tile dungeon stack and shuffle the Arcane Circle tile into these tiles. Then, without looking at any of the tiles, put the shuffled 4 tiles into the stack back at the bottom of the stack. In this way, the Arcane Circle will appear between the 14th and 18th tile. Now select the top 3 tiles from the stack and shuffle in the Workshop tile into these tiles. Put the shuffled 4 tiles into the stack after the 7th tile. In this way the Workshop will appear between the 8th and 12th tile. Now, again, select the top 3 tiles from the stack and shuffle in the Vault tile. Place the shuffled 4 tiles into the stack after the 3rd tile. In this way the Vault will appear between the 4th and 8th tile. The stack is now ready.

This adventure uses a pre-built dungeon complex. To create it, follow the instructions for pre-built dungeons below.

The Vault and Workshop tiles as I set them up
Special Adventure Rules:
Vault Tile: When setting up the pre-built dungeon complex and the Vault tile is added, place a door marker over the entrance and place the Heskan figurine inside the vault, along with the dimensional shackles token.
Workshop Tile: When setting up the pre-built dungeon complex and the Workshop tile is added, place door markers over the each unexplored edge of the Workshop tile and place the Quinn figurine inside the Workshop, along with the Kobold Sorceror Villain token (see photo alongside). Place the time tokens on/ around each door token. For the purpose of this adventure, these doors remain 'locked' and cannot be unlocked by any abilities apart from the lever.
Arcane Circle Tile: When setting up the pre-built dungeon complex and the Arcane Circle tile is added, place the Rage Drake token and the lever token inside the Arcane Circle. Then, place the Arjan figurine on any tile adjacent to any unexplored edge of the Arcane Circle.
Monster Tokens: Shuffle all tokens including the 5 Howling Hag tokens and place a monster token face down on each unexplored tile except for the start tile, Vault tile, Workshop and Arcane Circle. When exploring a new tile, the monster token is flipped up and the number of indicated monsters are placed on that tile. In the case of 'no monsters', no monsters are placed.
The Arcane Circle setup
Encounters: When exploring a tile with a black arrow, an encounter card is drawn as per normal. Ignore and discard any encounter card that involves drawing and adding a dungeon tile and, instead, draw a new card. Encounters are drawn whenever a hero does not 'explore' a tile (by flipping over a monster token) or a hero did not perform an attack that turn.
Howling Hag: When the Howling Hag token is flipped up, replace the token with her figurine and follow the tactics as per her card but ignore the teleportation step. The Hag may only teleport when another Hag token is revealed. In this case, she immediately teleports to the new location. If the Hag is defeated all other Hag tokens you encounter afterwards counts as 1 Monster instead. The Hag's curse attack does not teleport a hero. Instead, follow the same rules as for her howl.

Tactics:
After every 4th Hero phase (use a D4 or counters to keep track), flip over a time token on the vault. If all of the time tokens are exhausted, you are defeated and have lost the Adventure.

Victory: The Heroes win this adventure by 'unlocking; the Workshop, rescuing Quinn in time and defeating the Kobold Sorceror before Klak is able to escape the dungeon.

Defeat: If the heroes fail to rescue Quinn in time, Klak's torturous devices proves too powerful and the Cleric is driven insane, forever haunting the labyrinthine dungeons! The heroes also lose the game if Klak manages to escape the dungeon by landing on the Secret Stairway tile or if any one hero is killed and no more healing surges remain.

An example of pre-built map for this Adventure
When You Unlock The Vault, Read:
Certain that behind this door lay treasure and loot, Kat is startled to see a reptilian humanoid inside the Vault. "I am Heskan, a Wizard amongst the Dragon born and I have been hiding in here after being separated from my companions. There is some infernal evil in play inside these dungeons and I would be glad of your assistance in locating and rescuing my friends. Quinn, the Cleric and Warden of the North was taken captive by Klak, a Sorceror skilled in the arcane arts. He plans on breaking Quinn's mind in the hope of locating an ancient gem that is said to be tied to the Shimmer. We must not let him succeed! If he does, I fear a greater doom will befall these lands than the few terrors that lie within these walls. He has Quinn sealed within his vile Workshop. I overheard a band of Orcs talking about a lever that will bring down the guarded Workshop doors. Unfortunately it is guarded by a Rage Drake deep within the dungeon. Alas, my brother Arjan went in search of the lever but he has not returned. I fear the worst has befallen him. Will you join me in searching for Arjan and the lever?"

Tactics: After unlocking the Vault, time tokens get flipped after every 3rd Hero phase. Quinn is running out of time!

Note: Heskan's door-opening ability has no effect. Instead, Heskan may explore a tile one tile away from him. If he does, flip over the monster token on the tile.

Kat joins Heskan in search of Arjan and Quinn:
"It would be wise of we split up. I will go in search of the lever and hopefully find my brother Arjan as well while you try and locate the sealed Workshop. Quinn will need all the help he can find once I bring those doors down. Take these Dimensional Shackles along with you. There is a mad teleporting Hag on the prowl and I daresay these will come in handy."
You will now play the remainder of this adventure solo 'two-handed'. Kat gains +2 hit points, 1 treasure card and activates after Heskan and the normal mode of play resumes.


The Villains in the Dungeons of Nerath
When You Find Arjan, Read:
"Blast! This dratted Drake refuses to move from its spot. Quickly Brother, cast a diversion to distract this brute so we may get to the lever and rescue our Cleric friend!"
Place Heskan on the Arcane Circle and flip over a treasure card (or a daily or utility power) from Heskan's inventory. The sound of gold coins has distracted the Drake! Move the Drake 2 tiles away from the Arcane Circle in any direction. Then, flip over the lever. (If there are no treasure or power cards to flip over Heskan will need to slay the Drake in order to access the lever).

When You Flip Over The Lever, Read:
Using the dimensional magic from the Arcane Circle Heskan creates a portal that will allow a single Hero to teleport right outside the Workshop entrance."Quickly, Arjan, step into the portal! Quinn will have need of your axe in besting that nefarious sorcerer."


Things got messy fast - a 3 Monster flip-over!
Remove the door and time tokens from the Workshop. Quinn is free but badly injured (his starting HP is 6). Weak and drained from his ordeal, Quinn ONLY has his 2 At-Will powers at his disposal. (Note: The reasoning behind this is somewhat obvious - If we gave Quinn his Blade Barriers, he would make quick work of Klak, thereby rendering the last Act of the adventure pointless)

"Curses! This vile sorcery has taken its toll on me! I fear that should Klak escape, he will pass on what little he could learn from his vile tinkering of my mind. We should stop him, lest he passes on further knowledge of the Shimmer and the Everlast to his dark masters!"

Place the 5 additional dungeon tiles in a stack next to the Workshop. Then place the secret stairway at the bottom of the stack. At the end of the villain phase, draw a tile from the top of the stack and add it to any adjacent edge of the workshop tile or a tile connected to the workshop with an unexplored edge. Then place Klak on this tile.

At the start of the next Hero phase, you take control of Quinn and try to defeat Klak, the Kobold Sorceror before he escapes. Place Arjan just on any tile adjacent to the Workshop tile. Arjan activates immediately after Quinn. If Klak is destroyed the heroes win the game. Note: If you chose to keep Kat and she made it to the Workshop in time, you may play Kat after Arjan and she may assist the Heroes in defeating Klak. If Klak reaches the Secret Stairway tile, the heroes lose the game. Klak has escaped!

Bonus: Heskan may go on to attempt to defeat the Rage Drake. If he does, he gains 2 additional treasure cards.

This Adventure uses all of these D&D Games
Pre-built Dungeons Setup:
(Uses rules similar to the pre-built Cavern Complex in Drizzt)
  1. Start tile as indicated by the adventure.
  2. Dungeon tile stack shuffled and setup as indicated by the adventure,
  3. Cavern Edge Tiles (when indicated).
  4. Place the start tile on the table. Add one new dungeon tile next to each unexplored edge of the start tile.
  5. Then place one new tile next to each unexplored edge of the tiles you previously placed.
  6. Continue to add dungeons tiles to unexplored tile edges. In most of the Ruin Of Nimbar adventures you would have a total of 20 dungeon tiles (excluding the start tile) laid out.
  7. If you encounter long hallway tiles, immediately place a new tile adjacent to its unexplored edge if possible.
  8. If you encounter tiles with doors, shuffle and add a door marker. Tiles with door edges count as unexplored edges. You may place tiles on the 'other' side of the doors.
  9. If you encounter named tiles, place them according to the adventure. For example, Adventure 1: The Dungeons of Nerath uses a pre-built 20 tiled dungeon with the Vault, Arcane Circle and Workshop named tiles. These are shuffled in to the dungeon tile after the 3rd, 8th and 14th tile and are laid out in the same manner as a normal dungeon tile.
  10. If the adventure calls for a pre-built chamber complex, all the chamber tiles (Horrid Chamber, Dire Chamber or Ravenloft crypts) get built into the dungeon. Chambers may only be entered by a single entrance and exit, unless indicated otherwise. Do not place normal dungeons tiles around chamber tiles, apart from the chamber entrance tiles.



Wednesday, December 19, 2018

The Final Battle Objective 1: Kobolds in the Crevices


XP Requirement: 0 XP

When Starting This Objective, Read:
Kobolds are masters at creeping in through crevices. Zaldramas has deployed a contingent of Kobolds, led by the Fierce Dragonlord Meerak, to try and infiltrate the City by tunneling in through the fissures in and around the East Wing.

Objective Goal:
Stop the Kobolds from creeping into the fissures and entering the City Wall:
* Defeat Meerak and his army of Kobolds.
* Close off the fissures.

Objective Setup:
* Place the 4 Fissure Tiles as indicated in Figure A: Objective 1.
* Place the Warsworn Heroes on the Drow Glyph Tile, outside of the City Wall.
* Place the Kobolds on the Narrow Passage Tile as indicated in Figure A: Kobolds
* Place 7 HP tokens below the Surge & Objective tracks. This will be used to keep track of the number of Kobolds creeping in through the fissures (Figure A: Kobold track).

Objective 1: Figure A


Starting Conditions:
None.

Regiment:
Warsworn: Tarak (Commander), Jarlaxle, Keylith, Arjan, Alyssa

Power Decks:
* 2 x At-Wills, 2 x Daily Powers, 1 x Utility Powers.

Forgemasters:
* Forge, Attack (minor), Heal.

Horde 1: Klan Kobold
1 x Meerak Kobold Dragonlord.
3 x Kobold Dragonshield.
3 x Kobold Skirmisher.
3 x Rat Swarms.

Objective 1: Kobolds


Horde Tokens:
* 1 each of: 0, 1, 2, 3 monster tokens.
* 1 each of a 4 monster token.
* 1 x Kobold Dragonlord villain token.

Horde Activation:
* Shuffle the Kobold Dragonlord token with the remaining Horde Tokens.
* Lay out the Horde Activation Track.
* Meerak activates at the start of every Villain Phase.
* Meerak activates twice when the Dragonlord token is encountered.
* 0 Monster token = Draw an Encounter Card.
* Spawn*: X Kobolds until Horde Track complete.
* Resurrect*: Meerak: 3HP

Horde Mechanics:
* When resolving Monster activation: Kobolds/ Rats move 1 Tile towards the closest fissure instead of towards Heroes.
* Do not resolve the 'draw-tile' tactic for Kobold Dragonshields. Instead the Dragonshield moves 1 Tile towards the closest fissure.
* Meerak counts as 3 Kobolds for the purpose of this adventure.
* If A Kobold reaches a fissure, the Kobold enters the City. Remove the Kobold miniature and turn over the a HP Token from the Kolbold track.
* Once Meerak is defeated a Hero on a fissure tile may spend a Movement action to attempt to seal off the fissure.
* To seal the fissure, roll a D20. If the number rolled matches the fissure range, it is sealed. Remove the fissure tile.
* If a Rat Swarm reaches a fissure, roll a D20. The rat swarm then tunnels through and emerges from a fissure based on D20 roll.
* Rats on fissures need to be defeated before attempting to seal the fissure.

Objective 1: Kobold Track


Defeat:
* 7 Kobolds in the City Wall.
* Regiment defeated.

Victory:
* Kobold Army & Kobold Dragonlord defeated.
* Fissures closed.

Healing Surges:
0

Objective 1: Battle!


If You Win This Objective, Read:
With all the Kobolds and critters killed off, the Warsworn regiment secures all of the remaining open crevices. A hearty meal and a tankard of ale awaits the weary Heroes as they return to the safety of Astifoorn. But unaware to them, a single Kobold manages to creep out sneakily through a tiny drainhole crevice in the Western Wall. The little bugger has managed to find a fault in the Western Wall and rushes back to inform his dark masters!

If You Lose This Objective, Read:
Kobolds have infested the crevices in the walls of the inner city. With quick precision they go to work on the walls foundations, tunneling down and gnashing and cracking through cracks and faults. The integrity of the City Wall has been breached!

The Final Battle Objective 2: The Great Goblin Gauntlet


XP Requirement: 8 XP

If You Won The Previous Objective, Read:
While the East Wing is secured, a single Kobold managed to creep in through the crevices and exposed a fault on the Western Wall. Eager to break the city defences, Zaldramas has deployed a patrol of Goblins to garisson a Feral Troll and tear down the Wall!

If You Lost The Previous Objective, Read:
The Kobolds have breached the integrity of the wall. Spurred on by the successful Kobold infiltration, Zaldramas has deployed a patrol of Goblins to garisson a Feral Troll and tear down the Wall!

Objective Goal:
Stop the Troll and its army of Goblins from breaching the outer City Wall:
* Defeat the Feral Troll & the Goblin patrol.
* Stop the City Wall from being breached.

Objective Setup:
* Place the Companions of the Hall on the Drow Glyph Tile, outside of the City Wall (Objective 2: Goblins).
* Place the Goblins and Troll on the Narrow Passage Tile as indicated in Objective 2: Goblins.
* Place 8 HP tokens on the Western Wall (see below). This will be used to keep track of the wall integrity.

Objective 2: Regiment


Starting Conditions:
* City Wall: If you won the previous Objective: The City Wall has an AC of 10 for this Objective.
* City Wall: If you lost the previous Objective: The City Wall has an AC of 5 for this Objective.

Regiment:
Companions of the Hall: Drizzt (Commander), Artemis, Catti Brie, Wulfgar, Regis.

Power Decks:
* 2 x At-Wills, 2 x Daily Powers, 2 x Utility Powers.

Forgemasters:
* Forge, Summon, Attack (minor), Heal.

Horde 2: Goblin Garrison: 16 XP
Goblin Champion,
3 x Goblin Cutters.
3 x Goblin Archers.
1 x Feral Troll.
3 x Hunting Drakes.

Horde Tokens:
* 2 each of: 0, 1, 2, 3 monster tokens.
* 1 each of 4 monster token.
* The 1 x monster token is used to designate the Feral Troll activation.

Horde Activation:
" Lay out the Horde Activation Track.
* Feral Troll activates at the start of every Villain Phase.
* Feral Troll activates twice when the 1 Monster token is encountered.
* 0 Monster token = Draw an Encounter Card.
* Spawn*: X Goblins until Horde Track complete.
* Resurrect*: Troll: 4HP
* Regenerate*

Horde Mechanics:
* When resolving Monster activation: Goblins/ Drakes/ Troll move 1 Tile towards the City Wall instead of towards Heroes.
* The Troll counts as a villain for this Objective (HP 10).
* There is no 'passing' on of the Troll card for this Objective.
* Once the Troll reaches the City Wall, it gains the following text on activation:
"At the start of Activation, attack the City Wall first with a Nasty Claw"
* If the troll hits the Wall, remove X HP tokens from the wall where X = amount of damage dealt.
* For this objective, the Trolls monster card 'Otherwise' text reads:
"The Feral Troll regains all 3 Hit Points for every 4 Damage Points dealt to the City Wall."

Objective 2: Goblins


Defeat:
* Western Wall breached.
* Regiment Defeated.

Victory:
* Goblins and Troll defeated.
* Western Wall intact.

Healing Surges:
1

Objective 2: Battle!


If You Win This Objective, Read:
Having braved many perils deep within the Underdark, a mere Feral Troll and a handful of Goblins were not about to stand a chance against the Companions of the Hall whose deeds of might and valor are legendary. With the Western Wall now securely fortified, the Heroes return to the city, green Goblin blood still stained on their swords.

If You Lose This Objective, Read:
With a crazed final attack the Feral Troll and its Goblin Gauntlet pushes through! The Western Wall collapses and screams of panic and terror erupts as Goblins swarm into the lower levels of the City. A sudden blinding flash erupts from atop the Tower as the Forgemasters launch a powerful counter-attack, driving the Goblins back towards the Rocky mountains and the lair of Zaldramas!

The Final Battle Objective 4: Buying Time


XP Requirement: 12 XP

When You Start The Objective, Read:
The Heroes from the different regiments join forces to slow down the Orc and Rage Drake coming down the Western Passage. These Orcs are brutal in their attacks and with them is Kraash, the Orc Storm Shaman. But the Dwarven army is on the approach and the Heroes must hold back the Orc assault until Bruenor and his forces arrive!

Objective Goal:
Hold off the Orc Pact and their Rage Drake until Bruenor and his Forces arrive.
* Defeat the Orc Pact and kill the Rage Drake.
* Stop the Orc Pact from tearing down the City Wall.

Objective Setup:
* Place the Orc Pact on the Western Narrow Passage Tile as indicated in Objective 4: Orc Pact
* As per the last Objective, remove all of the center tiles (Chasm, Underground River etc) (See below).
* Place 5 time tokens below the Objective Track (see below). This will be used to keep track of the Dwarven Army's approach.
* Place your chose 5 hero regiment on the Drow Glyph Tile.

Objective 4: Orc Pact


Starting Conditions:
* Forgemasters: If you lost the previous Objective: You cannot use any Forgemaster attack incantations.

Regiment:
Battle Worthy: Any 5 Heroes with highest XP remaining from any of the remaining regiments.
Suggested: Drizzt, Arjan, Wulfgar, Tarak, Quinn.

Objective 4: Regiment


Regiment Mechanics:
* At the end of a full regiment activation (all 5 heroes activated), flip over a time token.
* Once all the tokens are flipped, the Dwarven Army arrives!
* Place the 3 5HP tokens of the Dwarven Army on any tile within 1 tile of the Heroes.
* These 5HP tokens represent a Dwarven defense unit.
* Each 5HP unit token counts as a Hero with the following text:
"Dwarf defense units count as the closest hero when resolving Monster attacks: HP 5, AC 10"

Power Decks:
* 2 x At-Wills, 2 x Daily Powers, 2 x Utility Powers.

Forgemasters:
* Won previous Objective: Forge, Summon, Attack (minor), Attack (major), Heal, Obliterate.
* Lost previous Objective: Forge, Summon, Heal.

Objective 4: Objective Track


Horde 4: Orc Pact:
1 x Kraash, Orc Storm Shaman,
3 x Orc Archers,
3 x Orc Smashers,
3 x Snakes
1 x Rage Drake

Horde Tokens:
* 2 each of: 1, 2, 3 monster tokens.
* 1 x 4 monster token.
* 1 x 0 monster token.
* 1 x Rage Drake villain token.
* 1 x Orc Shaman villain token

Horde Activation:
" Lay out the Horde Activation Track.
* Orc Shaman activates at the start of every Villain Phase.
* Orc Shaman activates twice when its token is encountered.
* Rage Drake activates once when its token is encountered.
* 2 Monster token = Activate Rage Drake, Activate 2 Monsters.
* 1 Monster token = Draw an Encounter Card, Activate 1 Monster.
* Spawn*: X Orcs until Horde Track complete.
* Resurrect*: Orc Shaman: 4HP
* Rage*

Horde Mechanics:
* Mechanics as per the Monster Cards.

Defeat:
* Regiment Defeated.
* All City/ Tower Walls exposed.

Victory:
* Orc Pact & Drake defeated.

Healing Surges:
3

Objective 4: Battle!


If You Win This Objective, Read:
As the Heroes battle to defend the City from the onslaught of Orcs, a thunderous sound is heard from the distance. The beating of war drums and the chanting of warsong erupts across the Vale as the Dwarven army comes charging in! Iron and Steel clash as the Dwarves drive back the host of Orcs and using their skills in minecrafting, they seal off the Western Passageways! In the Tower of Altoth, the Forgemasters work eagerly, smelting crystals to reforge the Everlast. The tide of the battle has turned for now. But in the Rocky Lair, the Chaos Lord Zaldramas has already deployed his next assault...

If You Lose This Objective, Read:
As the Orcs stand victorious over the fallen heroes, a thunderous sound is heard from the distance. The beating of war drums and the chanting of warsong erupts across the Vale as the Dwarven army comes charging in! Iron and Steel clash as the Dwarves drive back the host of Orcs and using their skills in minecrafting, they seal off the Western Passageways! But it has been a hard day. A day of blood and loss. As our Heroes tend to their fallen and wounded, the Chaos Lord Zaldramas has already deployed his next assault...

The Final Battle Objective 5: Hammer And Helm


XP Requirement: 14 XP

When You Start The Objective, Read:
Festering Aberrants spew forth down the Eastern Passageway. With them is a towering Otyugh which spreads sickness and disease wherever it walks. And behind this evil horde Zaldramas has deployed a Death Tyrant, a Beholder tainted by dark chaos magic. In Astifoorn, the Dwarven Regiment stands proud and ready. Their objective: Drive back the Army of Aberrants and seal off the Eastern Passageways, preventing the forces of Chaos from entering the Blessed Vale.

Objective Goal:
* Seal off the Eastern Passageways.
* Defeat the Army of Abberants.

Objective Setup:
* Place the Aberrant Ambush on the Broken Door Tile as indicated in Objective 5: Aberrants
* As per the last Objective, remove all of the Eastern passageway tiles (See below).
* Place the Dwarven Army and the remaining 5HP 'Dwarven Unit' tokens on the Drow Glyph Tile.

Objective 5: Aberrants


Starting Conditions:
* Battle Scars: If you lost the previous Objective: Remove 2 5HP Dwarven Unit tokens.

Regiment:
Dwarven Army: Bruenor, Athrogate, Thorgrim, Vistra and five 5HP Dwarven Unit tokens.
Suggested: Drizzt, Arjan, Wulfgar, Tarak, Quinn.

Objective 5: Dwarf Regiment


Regiment Mechanics:
* You may Forfeit a Hero Activation to Activate a Dwarf Unit. Roll the Unit Activation Dice and consult the below.

For the remainder of the phase, the Dwarf unit gains the following:
     * Shield: "The Dwarf Unit defends with Hardy Shields - 5HP, 15AC".
     * Fist: "The Dwarf Unit Attacks with Crushing Blows: Move adjacent to and Monsters within 1 Tile of your unit - +6 to attack roll, 1 Damage".
     * Mask: "The Dwarf Unit Sneaks Stealthily past the enemies. Place the unit 1 tile away from the closest Monster".
     * Bolt: "The Dwarf Unit Marches. Move the unit 1 tile in any direction".
     * Pawn: Place an explosion marker (use time tokens or whatever token you like) within 1 Tile of your unit.
     * Question: Your choice of any (Shield, Fist, Mask, Bolt, Pawn).
     * Whenever an explosion marker is placed, at the Start of the Next Villain phase, trigger the "explosion".

* Explosions:
* If an explosion is triggered on a Volcanic Vent, all Heroes and Monsters within 1 tile of the vent takes 1 damage.
* If an explosion is triggered on a Narrow Passage, place a collapsed tunnel marker on the passage.
* If there are more than 3 collapsed tunnel markers on the Narrow Passage, the Eastern Passageway is sealed off.

* Each 5HP unit token counts as a Hero with the following text:
"Dwarf Units count as the closest hero when resolving Monster attacks: HP 5, AC 10"
* If all your units are defeated, you may roll the Activation Dice for any of your Heroes.
* You may also 'sacrifice a Hero' (not a unit) to place an explosion marker on a tile.
* Sacrificed Heroes cannot be brought back with a Healing Surge.

Power Decks:
* 2 x At-Wills, 2 x Daily Powers, 2 x Utility Powers.

Forgemasters:
* Forge, Summon, Attack (minor), Attack (major), Heal, Obliterate.

Horde 5: Abberant Ambush: 29 XP
1 x Chaos Legion Death Tyrant,
1 x Otyugh,
3 x Grells,
3 x Gibbering Mouthers,
2 x Water Elementals

Horde Tokens:
* 1 each of: 1, 3, 4 monster tokens.
* 3 each of: 2 monster tokens.
* 2 each of 0 monster tokens.
* 1 x Otyugh villain token.

Horde Activation:
" Lay out the Horde Activation Track.
* Otyugh activates at the start of every Villain Phase.
* Otyugh activates twice when its token is encountered.
* 2 Monster token = Activate Death Tyrant, Activate 2 Monsters.
* 0 Monster token = Draw an Encounter Card.
* Spawn*: X Aberrants until Horde Track complete.
* Resurrect*: Otyugh: 4HP, Death Tyrant 4HP
* Rage*

Horde Mechanics:
* Mechanics as per the Monster Cards.

Defeat:
* Regiment Defeated.

Victory:
Eastern Passageway sealed off.
* Aberrants & Tyrant defeated.

Healing Surges:
3

Objective 5: Battle!


If You Win This Objective, Read:
With the Eastern Passages sealed off, it seems the heroes have bought enough time for the Forgemasters to complete their work which is at its critical last stages. As they all gather in the Tower of Altoth to witness the forging of the Everlast, a sequence of sudden tremors shakes the earth below them. To their horror, the outer walls of the city crack and then crumble! As the dust settles, the Heroes are stricken as the Vale in front of them has been upheaved and changed. Zaldramas, the Demon Lord, has used his chaos magic to fabricate a new landscape...a cataclysmic battlescape. And as the heroes stare off onto this new arena, an army of undead captained by two Chaos Necrophages come charging towards the City. With the Everlast forging in its final and most vulnerable state, the heroes will be hard-pressed to defend their realm from this final onslaught.

If You Lose This Objective, Read:
It has been a hard day, a dark day. A day of blood and steel. The mighty Dwarven army is no more, having sacrificed themselves to seal off the Eastern Passages. Now, as the remaining Heroes gather in quiet in the Tower of Altoth to mourn their fallen comrades and witness the forging of the Everlast, a sequence of sudden tremors shakes the earth below them. To their horror, the outer walls of the city crack and then crumble! As the dust settles, the Heroes are stricken as the Vale in front of them has been upheaved and changed. Zaldramas, the Demon Lord, has used his chaos magic to fabricate a new landscape...a cataclysmic battlescape. And as the heroes stare off onto this new arena, an army of undead captained by two Chaos Necrophages come charging towards the City. With the Everlast forging in its final and most vulnerable state, the heroes will be hard-pressed to defend their realm from this final onslaught.

The Final Battle Objective 6: The Cataclysm


XP Requirement: 18 XP

When You Start The Objective, Read:
Having brought forth the Cataclysm, the Lord of Chaos retreats to the innermost depths of his lair to replenish his spent power. In his stead, he sends forth an Army of Undead, marshalled by two powerful Necrophages - Chaos Legions armed with deadly weapons which could destroy the Everlast in its final forging stages!

Objective Goal:
* Defeat the Undead Horde before they destroy the Everlast!

Objective Setup:
* Place the Undead Army on the Rocky Lair Tiles as indicated in Objective 6: Undead Army
* Remove the Zaldramas Demon Lord Figurine. (You will meet the Chaos Lord again in the Final Battle Part 2.)
* Remove all the City/ Tower Walls.
* Join the Rocky Lair to the City Tiles - The Broken Door should join up with the Drow Glyph Tile. See below.
* Place 8 Time tokens below the Objective Track (see below). This will be used to keep track of the Everlast Forging.
* Place 12 HP tokens on the Everlast Forge (see below). This will be used to keep track of the Everlast Health.

Objective 6


Starting Conditions:
* Fallen Heroes: If you lost the previous Objective: Remove the entire Dwarven Regiment (Not the 5HP Dwarf Units).
* If you have not forged 3 or more crystals from any of the previous objectives you forfeit any Forgemaster Incantations.
* If you have not forged 3 or more crystals from any of the previous objectives your inventory is reduced to 5 Treasures.

Regiment:
Battle Worthy: Any 5 Heroes with highest XP remaining from any of the remaining regiments.
Suggested: Lolth, Aldred, Quinn, Drizzt, Jarlaxle

Regiment Mechanics:
* Defend the Everlast.
* At the start of every Hero full regiment activation (all 5 heroes) flip over a time token. Once all 8 tokens are turned, the Everlast is forged and you win the Adventure.

Power Decks:
* 2 x At-Wills, 2 x Daily Powers, 2 x Utility Powers.

Forgemasters:
* Forge, Summon, Attack (minor), Attack (major), Heal, Obliterate.

Objective 6: Undead Army


Horde 7: Undead Horde: 24 XP
2 x Chaos Legion Necrophages
1 x Zombie Dragon,
3 x Zombies,
2 x Hypnotic Spirits,
2 x Blazing Skeletons,
2 x Wraiths,
2 x Ghouls.

Objective 6: Tower Layout


Horde Tokens:
* 2 each of: 1, 2, 3 monster tokens.
* 1 x 4 monsters token.
* 2 x 0 monster tokens
* 1 x Zombie Dragon villain token.

Horde Activation:
Horde Activation:
" Lay out the Horde Activation Track.
* Zombie Dragon activates at the start of every Villain Phase.
* Zombie Dragon activates twice when its token is encountered.
* Both Necrophages activates when its token is encountered.
* 2 Monster token = Activate Zombie Dragon, Activate 2 Monsters.
* 0 Monster token = Draw an Encounter Card.
* Spawn*: X Monsters until Horde Track complete.
* Resurrect*: Zombie Dragon: 4HP, Necrophages 4HP
* Rage*

Horde Mechanics:
* Mechanics as per the Monster Cards.
* All Monsters within 1 Tile of the Everlast Forge (Stone Altar token) gains the following text:
"Perform an additional attack. If the attack hits, remove an HP Token from the Everlast".
* Any Necrophage on or in line with the Drow Glyph Tile attacks the Everlast at the start of the Villain Activation phase.

Defeat:
* Regiment Defeated.
* Everlast destroyed.

Victory:
* Army of Undead & Necrophages Defeated.
* Everlast Forged.

Healing Surges:
4

Objective 6: Battle!


If You Win This Objective, Read:
The Everlast has been reforged! A powerful and piercing bright light erupts from atop the Tower of Altoth as the Mage Scion Eladrion directs the Gem to its place of holding. The poer of the Orb encompassas all and a feeling of elation erupts from the city...Victory! As the powerful Shimmer spread out across the land, the hordes of Darkness flee into the shadows. Zaldramas, the Lord of Chaos slinks back to his Realm, eager to plan his retaliation at his defeat. But the Heroes of Might and Valor are not done yet. Handing over the mantle of Scion to his brother Immeril, the Mage Eladrion together with the Druid Aldred and the Necromancer Lolth head off into the Chaos Realm with one final mission: Destroy Zaldramas and end his reign of terror across the realms!

If you Lose This Objective, Read: 
The Everlast has been destroyed! Victorius and smirking, Zaldramas, the Lord of Chaos slinks back to his Realm, leaving the fate of Nimbar to his Hordes of Chaos and Darkness who go from village to village, killing, feasting and burning all in their wake. With Immeril dead, Eladrion together with the Druid Aldred and the Necromancer Lolth head off into the Chaos Realm with revenge in their hearts. They plan on destroying Zaldramas!